Fullbright models by randomness?

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g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Fullbright models by randomness?

Post by g0th- »

I have run into some pretty strange occurrences with models using a shader sometimes gets fullbright and sometimes gets a lightmap and it seems to be completely random.

In my current map I'm working on the lighmaps are working as they should seen here the lightmaps are working fine.
[lvlshot]http://www.g0th.se/pics/q3_abandon_02.jpg[/lvlshot]

On this other image however the hole model goes completely fullbright! and I can't figure out why. Both models are using the exact same shader and are both compiled with the exact same commands. The only thing I can think of is the models themselves but I have check them a lot trying to find anything that differ but so far I come up with nothing. This is also not the first model that I done that gets fullbright. If i change the texture path to the texture itself and not the shader it's using the lightmaps works. So I'm just throwing the question out here to see if anyone can have an idea of what's going on.
[lvlshot]http://www.g0th.se/pics/shot0013.jpg[/lvlshot]

here is the shader
textures/g0th_stranded/rock2_ground2
{
qer_editorimage textures/g0th_stranded/terrain_g_4.jpg
q3map_clipModel
q3map_novertexshadows
q3map_nonplanar
q3map_shadeAngle 179
{
map textures/g0th_stranded/terrain_g_4.jpg //ground
rgbGen identity
}
{
map textures/g0th_stranded/terrain_r_2.tga //rock
blendFunc blend
rgbGen identity
alphagen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
[url]http://www.g0th.se[/url]
$NulL
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

Re: Fullbright models by randomness?

Post by $NulL »

I think you need either q3map_forcemeta set in the shader, or spawnflags 4 set in the misc_model.
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Fullbright models by randomness?

Post by g0th- »

Thanks, that worked :)
[url]http://www.g0th.se[/url]
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